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-rw-r--r--DisplayClass.cpp22
1 files changed, 9 insertions, 13 deletions
diff --git a/DisplayClass.cpp b/DisplayClass.cpp
index d993e3b..cf7a0f9 100644
--- a/DisplayClass.cpp
+++ b/DisplayClass.cpp
@@ -3,46 +3,43 @@
#include "BSPTree.h"
-DisplayClass::OpaqueRenderer DisplayClass::opaqueRenderer;
-DisplayClass::TransparentRenderer DisplayClass::transparentRenderer;
+DisplayClass::Renderer DisplayClass::renderer;
DisplayClass::DisplayClass() {
- /*cubeing[0] = Trapezocube(11.0, 10.0, 10.0, 0.5, 0.0, 0.0, 1.75, 0);
+ cubeing[0] = Trapezocube(11.0, 10.0, 10.0, 0.5, 0.0, 0.0, 1.75, 0);
cubeing[1] = Trapezocube(10.0, 9.0, 9.0, 0.5, 0.0, 0.0, 2.25, 90);
cubeing[2] = Trapezocube(9.0, 8.0, 8.0, 0.5, 0.0, 0.0, 2.75, 180);
cubeing[3] = Trapezocube(8.0, 7.0, 7.0, 0.5, 0.0, 0.0, 3.25, 270);
cubeing[4] = Trapezocube(7.0, 6.0, 6.0, 0.5, 0.0, 0.0, 3.75, 0);
cubeing[5] = Trapezocube(6.0, 5.0, 5.0, 0.5, 0.0, 0.0, 4.25, 90);
cubeing[6] = Trapezocube(5.0, 4.0, 4.0, 0.5, 0.0, 0.0, 4.75, 180);
- cubeing[7] = Trapezocube(4.0, 3.0, 3.0, 0.5, 0.0, 0.0, 5.25, 270);*/
-
- cube = Cuboid(1, 1, 1, 0, 0, 0);
+ cubeing[7] = Trapezocube(4.0, 3.0, 3.0, 0.5, 0.0, 0.0, 5.25, 270);
}
void DisplayClass::renderScene(unsigned long delta)
{
static float angle = 0.0;
- angle += delta*0.015;
+ angle += delta*0.025;
if(angle >= 360)
angle -= 360;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity(); // Clean up matrix
- glTranslatef(0.0, 0.0, -5.0); // Then set up transformation
+ glTranslatef(0.0, 0.0, -30.0); // Then set up transformation
glRotatef(angle, 0.0, 1.0, 0.0);
glRotatef(angle*2, 1.0, 0.0, 0.0);
glRotatef(angle*3, 0.0, 0.0, 1.0);
glRotatef(-angle*5, 1.0, 1.0, 1.0);
- std::list<Triangle> triangles = cube.getTriangles();
+ std::list<Triangle> triangles;
- /*for(int i = 0; i < 8; ++i) {
+ for(int i = 0; i < 8; ++i) {
std::list<Triangle> t = cubeing[i].getTriangles();
triangles.splice(triangles.end(), t);
- }*/
+ }
BSPTree tree(triangles);
@@ -54,8 +51,7 @@ void DisplayClass::renderScene(unsigned long delta)
vmml::vec3f viewPoint = inverseTransform*vmml::vec3f(0, 0, 0);
glBegin(GL_TRIANGLES);
- tree.visit(opaqueRenderer, viewPoint);
- tree.visit(transparentRenderer, viewPoint);
+ tree.visit(renderer, viewPoint);
glEnd();
glFlush();